How did they leverage quincunx blur to their advantage, would you say?
Like grandmaster says, KZ2 has a 'blended and blurry' look. It relies a lot on a soft look combined with darkness, blur and noise from smoke, etc, to create a very convincing look for the gloomy polluted world they are trying to portray. For that particular game, quincux actually works. Normally you'd avoid quincux because of the blur it adds, but in KZ2's case it actually contributes to the overall look and gloom they were trying to achieve.
Statix said:
It feels to me that some people may be nitpicking for nitpicking's sake, even more than usual, with regards to Killzone 2 and the PS3's technical, um, shortcomings--if you can call them that.
The original puzzlement was as to why SF4 needs to downscale during zoom in on PS3, so I made my guesstimate based on what I saw. During a zoom in, you would think less stuff would be visible hence I would expect vertex load to drop, so it can't be because of that. It's possible that they used a higher lod mesh in the zoom, but even still I can't imagine vertex load being an issue in a two person fighter.
So we check pixel side. What's rendered is the background, the characters, and effects/ui. During zoom less of the background is visible, but the characters cover more space on screen. If the characters are using more complex shaders than the background, then pixel shader load would go up during a zoom. But are they really that complex where it can't do 60hz at 720p? Transparencies aside, overdraw is 100% controllable in SF4, so even with expensive character shaders it should be able to handle 60hz at 720p. Then again, the lack of specular on the waterfall does seem to imply that they ran out of shader juice so I could be wrong.
After that, what's left is overdraw from transparencies (not just particles, but all transparencies like UI, etc). It *could* be the case that the zoom makes some of the transparencies cover large swaths across the screen many times over which could exhaust frame buffer bandwidth. It's known that the PS3 has a bandwidth handicap in that regard, so it seemed like a possible reason for them to have to downscale. But again, that's just my guess.